Lost City of Omu Armor Guide: Which Pieces Are Worth Going For?

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In this guide I’d like to quickly go over the Armor additions in Neverwinter’s Lost City of Omu and discuss which pieces are worth going for. Please note that I will generally discuss the equipment’s usefulness and might not touch on all builds and classes equally. In addition to this article I highly recommend checking this excellent piece of theorycrafting by rjc9000 and others. They’ve pretty much gone over all relevant gear and checked what powers are affected by the bonuses. Some of my recommendations and evaluations are based on the provided data.

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Hunts Gear

Gear from Hunts offer a wide range of unique bonuses. Especially the pieces that add a flat percentage of damage for certain powers should be interesting for DPS. There are also some intriguing choices for PVP. All pieces bind to account on pickup and to a character on equip.

The Boots buff all relevant At-Wills and should be at least considered “bis” for Guardian Fighters and Great Weapon Fighters. They only drop from the Tyrant so getting them is pretty much a pain. Other DPS have probably better options like Deathstriders.

The Deathstriders are a viable item for DPS toons that can’t get a lot out of the Boots of the Willed or are not willing to farm the Tyrant. This is dropping from a 1-Star Hunt and hence is very obtainable.

I fail to see the use here as Damage Resistance is either useless (PVP) or should be capped (PVE). I guess it could be seen as budget / alt DPS item. In case you’re into Hunts you should get a few since it drops from a 1-Star.

This item is so intriguing, yet seems so random. Looking at the stats and bonus you think “bis” for support toons. But the blessed areas are unreliable and since the item was bugged and made companion disappear for a certain time some players do no longer use it. I’m still a fan though, because support toons lack a clear alternative.

This thing should be “bis” in most cases for HR, CW and SW DPS toons, but be warned that depending on the loadout you run not all your powers will get the bonus. Sometimes you might be better off with Jawripper’s Gloves.

There are many great arm pieces out there. This is not one of them. It’s just a weird and unreliable offensive proc that’s accompanied by an otherwise defensive item. The flavor text making sense is about all I have as pro.

Just like the Stalkwrapped Armor this is a very nice item for tanks in all game modes. The choice between the two just depends on what you are looking for. This one for some reason features slightly more Defense and drops from a 1-Star.

Masterwork Gear

Most of this gear should just be used to min/max characters. But since they have set bonuses as well, we might just go over them quickly. Masterwork gear binds on equip.

I personally don’t like these type of random buffs although Deflection is certainly a stat you don’t need to reliably cap. But then again: In Neverwinter players largely operate at 100% or 0% HP, so its use in PVE is very limited. Could be helpful in PVP though.

Masterwork armors are nice especially since the power proc adds to base stats and can fully be shared. DPS can also utilize this one, but might have equal or only slightly inferior options that aren’t as expensive (Fured Kiuno of the Bear etc.).

I don’t like the feet bonus at all. Critical Strike is something you want to reliably cap and this doesn’t help. Might again be something to temporarily get a boost in PVP that usually features fights that fall into the 2-minute proc span, but it doesn’t help that there are other great feet pieces out there that offer stable buffs (Boots of the Willed or Deathstriders).

Makos and Eku

The gear from Makos and Eku in the Omu zone is only item level 465, but offers some viable option on the support front. All pieces bind to account on pickup and to a character on equip.

The Armor of Quick Recovery is an excellent choice for support toons and even DPS that are capped in all important areas and can utilize some cooldown reductions, like CWs. Don’t get fooled by its item level as this armor can actually be serviceable to “bis” and is very easy to obtain as well.

These boots seem to be designed for tanks that try to stay ahead of their group to get aggro. It could have some use in PVP as well. Overall though I think this will, if at all, only find its way into farm loadouts that look for max Movement. I’m actually switching to such a loadout whenever I run Masterwork Charts. So in case you have leftover currency, why not? Would I specifically farm for it? Probably not.

The Enduring Boots effectiveness obviously scales with how often you use your utility power. It can be better than alternatives, and is easy to obtain, but I wouldn’t change my style of play for it. I personally for example use my dodge fairly often to move around. So this is no item for me.

This is a classic alt / budget item that has little use in endgame. I fail to see why you would specifically farm for it when you should have tons of 480 gear from Hunts lying around to pass on to your alternate characters.

The Fancy Wraps just like the Armor of Quick Recovery has situational use if you need a little extra help with maintaining a certain daily power. The DO DC and its Hallowed Ground obviously comes to mind first, but there might be other uses. That being said though. As you’re approaching “bis”, you should be able to achieve what you want to without this item.

Treasure Map Gear

The M12 equivalent Mask of the Voodoo Witch grew quite popular among tanks thanks to its nice stat setup. Doesn’t look like the M13 Mask will fill those shoes. It is however a fairly reliable buff and by far the most Critical Strike some classes have available on a head piece.

I hope you liked my little rundown and rating of the M13 armor pieces. Where do you agree and disagree? Share your thoughts on our social channels, in the comments below, or the corresponding thread on our message board!

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j0Shi

j0Shi plays the Neverwinter MMORPG since the open BETA in 2013 and is a regular contributor to the blog and the whole UN:Project. Originally a Guardian Fighter, he has built up ALTs of all classes and plays on BIS/near-BIS level.

6 thoughts on “Lost City of Omu Armor Guide: Which Pieces Are Worth Going For?”

But one thing you always leave out, is this gear BtA, BoE or BoP? For me, it’s an essential Pro to be listed if it is BtA. It’s a big Con if it is BoP or BoE, as I have at least three of every class, except CW, of which I have only two.

I could not vote in the survey as I have not yet experienced the Weekly Haul system, but due to my many active Alts, farming everything in a day on 5 or 6 Mains sounds like a good thing.

I have run 2 tyrant hunts. Both dropped 1 fang, all 3 pieces of gear (boots, chest and gloves) and dropped random rings. The second hunt dropped a mismatched weapon set. Other people have told me that the three armor pieces are a 100% drop. The rings (salvage) and weapons are random. So if doing the t3 hunt, you should always get the things that matter.

As an hardcore HR I would disagree with opinion that we should aim for Eyestalk Wrappers. Totally BiS are Fearbringers (Combat) and/or Jawripper’s Gloves (Trapper and also Combat). HR Trapper uses almost only encounter powers therefore 3% from only ranged gives 50% of bonus which Jawripper’s give.

Also, enduring boots are imho BiS for Combat HR since we have stamina full pretty much all the time. They are also amazing when facing bosses in dungeons where you don’t dodge. Like Orcus in CN or ToNG, Nothic in MSP etc..

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